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Topic: Level concerns
Started by: Christoffer Lernö
Started on: 8/30/2002
Board: Indie Game Design


On 8/30/2002 at 4:32am, Christoffer Lernö wrote:
Level concerns

Ok. Maybe I have to capitulate and introduce the classes after all.

Classes can be done a lot of different ways, but I was actually going with the level approach.

Actually, I feel that a lot of the modern games still has levels in a kind of "fuzzy level" approach. Any game where you get points to spend on your character development after completing an adventure where the development isn't explicitly tied to the skills used during the adventure has this approach.

Only the clear "you advance on what you used" or hybrids with that and "you get extra experience to put on any skill to simulate that you might have used skills 'off-screen'" wouldn't belong to at least the "fuzzy level" thing.

Take a look at Shadowrun where you collect karma and buy increases in any skill. You could easily make Shadowrun into a level system by awarding experience instead of karma and then at increasing a level you get a bunch of karma to buy stuff for.

What the level system does is to make the increases discrete, whereas the currently popular "buy improvment with experience" guarantees possible increases after every session.

The advantage of the latter is of course that you don't get discrete jumps in your ability. This increases the SMC (Setting to Mechanics consistency) of the game which usually is a good thing.

The advantage of the level system is that you don't have to limit yourself to skill improvements. You can have other things change in an orderly and balanced fashion. The level system lets you calculate how powerful a character could possibly be simply through a glance. It's a useful tool to interface with other meta game mechanics too.

Anyway, I was thinking of a level system for Ygg. As Earthdawn shows, and there are probably other examples as well, you can have a level system side by side with skills and "fuzzy level" mechanics.

Originally, when I still had plans to have a standard skill system for Ygg, I was thinking of have it parallell to a "hero level" which only affected meta game mechanics such as fate points. I cut away the skill system from Ygg though. It didn't seem necessary. Too much junk.

But, I wasn't going to go AD&D on you. AD&D (at least the versions I played) have two specific things I wasn't gonna have in Ygg's system:

1. Kill XP. Look at Palladium. Palladium got XP right.

2. Progressively more time between levels. In AD&D (and Palladium as well) you need more and more XP to increase a level. I don't want that.

So what does that leave us?

Pretty much almost like a "fuzzy level" system. Only with a level label written on it.

Quick rules:

1. Start at level 1. Every 1000 XP (or 500 XP), it's supposed to be between a normal session and two sessions worth of XP.

2. Every time you gain a level you do the level up stuff which is increasing abilities and so on yadda yadda.

Yes, this means that after a 100 adventures the character is at level 100.

How is that helpful? Why not go along with the "fuzzy level" approach?

Well, as I said, it's a helpful value to input into the meta mechanics.

Let's say we have Fate points. Then maybe at level 1 you have 1.
Level 3 you have 2. Level 9 you have 3. Level 27 you have 4. Or whatever numerical series I feel like using.

Anyway, it works better than having the players buy them at increasing cost or something like that.

(Of course, I could have made level 3 into level 2, level 9 into level 4 and so on and I'd have a standard progressively slower increase in abilities just like say AD&D. But that's not really what I want. I want fuzzy levels with a Level label put on top. Earthdawn has another scheme for doing the same thing, but it's friggin complicated. This has pretty much the same effect as ED's system but it's much much simpler)

Unfortunately, not having increasingly costly level increases has a bad side-effect. You see it already in the fate point thing. Although it might be permissible if it's just about meta-resources, if you want to use this level as a way to limit skills aquirements you run into problems.

Or maybe it's just me who thinks seeing a list saying "You need to be level 347 to buy this skill" feels a little silly? It would have been a different thing if every level would have given access to a new skill or something. Of course I could use the base 10 and every 10 levels you get new skill/talent/feat choices. But even that sucks. You get this "jump" in progress you don't really want. Right?

As far as I can tell, the only good way out would be to put in the limits in the talents/feats/skills themselves, demanding that "you need to have x in talent y before you can learn this". Ok in theory but I dread the task of balancing that.

Do I have any alternatives?

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On 8/30/2002 at 2:23pm, Mike Holmes wrote:
Re: Level concerns

Pale Fire wrote: Do I have any alternatives?


As usual your deconstruction of these things leaves me shaking my head. You say that Levels and CP are the same thing, but then point to the differences. Then you set up these false dichotomies as if there are only two ways to do things and then ask if there are other alternatives. When there are infinite options all bassed across spectra. What's the point of all this?

Almost every system (BRP is a notable exception) uses the "fuzzy" system in that they allow advancement in things the character did not do in active play, as long as they can explain how the character got the skill "reasonably". This "reasonably" shifts from system to system. In some CP systems you are only buying one thing at a time, and since this is a small amount of stuff to be working on, the usual "I worked on it in my spare time" is sufficient. In D&D leveling up indicated a lot of increase in ability, and the game supposedly required you to go off for a period of time and train. But in play it seems that this requirement was often dropped. Gamists sometimes (note, sometimes) don't care enough about in-game consistency to be bothered with an iterruption of the challenge to go off and become more powerful. Thus the rationale was that the character had learned stuff as he went along, and was just suddenly a quantum leap more powerful than previously.

In practice different systems usually require more or less of such rationales, but in the end they almost all have some version of this. The exceptions mostly include games where the idea of "advancement" is dropped. But even radical systems like OTE, have such systems. I think what you want falls right into this usual category in terms of rationale. That is, requiring characters to have some sort of reasoning behind how they get the skills they do. The strenuousness with which you require this is a matter of aesthetics that only you can answer.

The only real question here is if there is a value to the actual level mechanic. I agree with you in that the only value I can see from it is in the realm of meta-game. As soon as you start to try to rationalize level in terms of something "realistic" or in-game, it usually falls apart without some real stretches of the imagination. But that said, what meta-game are you going to link to it? The Fate points? Won't those vary with use? Just dole one out with each package/level taken, and that takes care of itself.

And there is the question of utility for using level to discern character power. This I disagree with for the most part. If I am a level 100 Accountant, I will probably have a much worse time with the dragon than the level 4 Warrior. Who wqill not be able to compete with me when it comes to helping th King balance his books. The skills that the character has in question will be a better determinant of the character's ability to take care of a particular circumstance. As such that eliminates the only other use for level I can think of.

Don't use levels. They are additinal accounting with no real purpose.

Mike

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On 8/30/2002 at 4:12pm, Walt Freitag wrote:
RE: Level concerns

As I've been reading these recent Ygg threads, I've been contemplating the problem of character advancement, which seems to be a common issue underlying all these topics (classes, levels, abilities, specialization vs. generalism, etc.). Weighing heavily in my thoughts have been the following:

- Few characters, in the fantasy literature that Ygg is intended to invoke the spirit of, "advance" in any significant way.

- As Mike just laid out, adequate justification for advancement is rare in role playing games. The reason is simple. Realistic training for skill improvement, even off camera, is tedious and isn't any part of what you term "standard fantasy."

- The exceptions in the literature are, in the vast majority of cases, young characters of unknown (but often great) potential.

Focusing in on those exceptions, we see occasional stories that attempt to depict the young character being trained. But even in those cases, the character usually progresses through training extraordinary quickly. Either that, or the training fails but then the character comes into his or her own by responding to a crisis. (Luke Skywalker exhibits both phenomena in succession, in Episodes IV and V) The impression is always that natural "gifts" or innate talents are being revealed, rather than being created through tedious training. This is true whether or not the abilities have any overtly supernatural quality.

I believe this aspect of the literature arises from two sources: as a metaphor for the changes and discoveries of adolescence, and the nearly universal pleasurable fantasy of being able to get things without working hard for them. (It's the same reason sports writers like to pretend that the latest "young phenom quarterback" in the NFL just woke up one day and discovered he had a great passing arm -- hey, maybe the same thing could happen to me tomorrow -- instead of acknowledging that the guy spent all his time for the past ten years, through high school, college, and training squads, practicing.)

So, you want Ygg to better evoke the literature, and solve some of these otherwise intractable design problems at the same time? Then have two kinds of characters. For convenience I'll call them "adults" and "adolescents" but you'll need more colorful terms.

Adults are fully accomplished in their abilities. (They may or may not have yet begun applying those abilities in any dramatic way -- that is, they may or may not yet have reputations or have already done heroic deeds.) Adult characters do not advance. At least, not in any "systematic" way; a spellcaster might still discover a new spell or a warrior might encounter and learn a new technique or a character might learn to swim during play, but these would be occasional and haphazard occurrences driven by the turn of events, not the post hoc rationales for an advancement system.

Adolescents start out as "low level" characters and they advance. This advancement can be as dramatic as in D&D, but it's interpreted as the realization of their existing potential or the revealing of their natural gifts, which can eventually exceed those of the adult characters. It does not come about through training (though training can be depicted occasionally for color) nor from ordinary use of abilities. It happens as a result of crises survived. In the system this occurrence could be related to the use of Fate Points. Adolescent characters define a large portion of their "potential" at character creation, which gives the characters a direction for advancement and prevents them from developing into generalists. The advancent is also always uncertain (as is, of course, the survival of the character). After all, gifted and "fated" characters in fiction are often fated to die young while using their gifts to achieve a crucial end, rather than fated to become successful and powerful. ("Now I know why I was cursed with such great strength. It was to be able to hold this collapsing tunnel up for just long enough for the rest of you to escape.")

This is decidedly and purposefully unbalanced between adult and adolescent characters. (The lack of this unbalance in fantasy novels written based on traditional RPG "parties" is one reason they come across so flat.)

Niche protection and protagonism are an issue. Adolescent characters mixed with adults will have generally inferior abilities, with the exception of maybe a precocious wild talent or two. But I'd also give the adolescent characters way more Fate Points than the adults, as well as individual situational advantages. In general, setting up this imbalance in Ygg would force you to consider ways of protagonizing characters other than abilities, the importance of which Mike pointed out. See this recent thread for a discussion of one case of trading off between direct effectiveness and another aspect of a character’s situation.

This requires some development to thrash out the next level of detail, but on the surface it appears to solve most of the recently discussed Ygg problems. Abilities and balance for adult characters are made easier because they don't advance. Advancement for adolescent characters is guided in large part by their pre-established "potentials," so those have direction and specialization. Balance for adolescent characters is nonexistent, so you don't have to worry about the system maintaining it. There are no EPs, no counting of levels, no fixed milestones. Advancement is situational, and it's based on the kind of situations you want to have a lot of in play (adventurous crises) rather than on ones you don’t (training sessions).

Played with a mixture of adult and adolescent characters, this strikes me as much more evocative of the Lord Of The Rings - Dune - Star Wars fantasy fiction vein (and therefore, of certain mythologies and heroic traditions as well) than most of what I've seen in RPGs. If I were playing a game with a system like this, it would be a difficult decision for me whether to play an adult or an adolescent -- which I believe is a good sign.

- Walt

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On 8/30/2002 at 4:52pm, Mike Holmes wrote:
RE: Level concerns

Walt, excellent notes.

Only one problem, however. I'll head PF off at the pass, here. He's going to say that Standard Fantasy relates to how gamers percieve things. IOW, Standard Fantasy is D&D. Which means that they expect advancement.

Betcha two to one, Christoff comes back and says that what you propose is too radical, and that he must have a more standard "advancement" system in his game.

Mike

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On 8/30/2002 at 5:21pm, Valamir wrote:
RE: Level concerns

Hey Mike. Give the man some credit. He's had a lot of pretty good and fairly novel ideas. His biggest problem is simply picking one to test in an actual game. I wouldn't be so quick to put words in his mouth.

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On 8/30/2002 at 5:28pm, damion wrote:
RE: Level concerns

Mike: I'm not taking that bet. :)

Walt,
It seems to me that characthers DO advance in Fantasy.
It's just that they usually need to be trained to start off. Luke needes Obi-wan to teach him how to use the force and a light saber, but once he knows he gets better on his own. Earthdawn sorta does this. You can advance a power(talent) on your own,but you need to train with someone to learn new ones.
You could always do a more 'meta' advancement also. Charachters get experiance, but they don't spend it on improving themseveles, but instead spend it on other things.
The advancement==connectedness comes to mind. An 'adult' might better equipment or a patron or a follower with their Fate points, rather than actually getting stronger or more skilled.

Another way to do with would be to have an explicit 'non-adventuring' system. Ars Magica goes this very well, with explicit and fairly simple rules for how charachters can spend non-adventuring time training or doing research. Also, it used large scale discreet time of a 'season'. Honestly, I think discreet time helps a system like this alot, as the book keeping gets easier. I think you could do this with fantasy also, although I'd go by 'month' rather than season. You adventure one month and mabye train the next.

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On 8/30/2002 at 6:26pm, JSDiamond wrote:
RE: Level concerns

You could always limit levels to 10 or less and simply make them worth more to achieve. I use a skill system with only four degrees (e.g., 'levels') of achievement for any skill with the 4th level being master level and that grants a hefty dose of author stance power to the player whenever their character uses that skill.

As to gaining levels, I follow the fuzzy "if you use it enough" it can increase. But better yet, how about failure? People do learn from mistakes. I wrote up a little rule about this whereby the player may simply change their character's so-called 'critical-success' into a stupendous failure as a means of possibly learning from the whiff.

So maybe failure could be looked at and made into some kind of dice mechanic for advancement?

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On 8/30/2002 at 7:58pm, Walt Freitag wrote:
RE: Level concerns

If Christoffer decides as Mike anticipates, I'll assume it's because he's right, in the context of his own goals and target audience. Either way he has my thanks for letting me use his game design in progress as a platform for airing out some ideas. I've already seen these Ygg threads pointed to as an ongoing design case study. The variety of opinions we contribute here serve a useful purpose in that context, regardless of which ones are adopted in the Ygg design.

That said, I imagine Mike and I probably share some of the same personal reservations about the generally conservative trend of Ygg system design decisions so far. (And that's speaking as one who likes D&D-like systems and plays them often.) I've so far failed to grasp Christoffer's vision for how he plans to give Ygg the distinctive feel he intends. It appears to me that he has so far failed to fully grasp the utility of system in helping to create such a distinctive feel (applying the System Does Matter postulate). But I could be wrong.

Damion, I agree that some characters do advance in fantsay fiction. However, my point is that most of that advancement is associated with specific characters of specific types and is usually unrelated to realistic amounts of training or practice. Luke Skywalker is a perfect representative of what I called the "adolescent" character types who advance this way. (Note that "adolescent" is not intended to be a precise description of the character's actual age or temperament.) Obi-Wan "trains" Luke for at most a few hours or days aboard the Falcon (however long the flight to Alderaan is supposed to take). This has no similarity to spending months or seasons at a time in training, and doing so over and over again. Yoda's training of Luke is at most a few weeks (the time it takes for Vader to arrive at Cloud City after Han and Leia arrive, which doesn't seem to be more than a few days but I guess could be a little longer). And that training is unsuccessful. We know now that Jedi training is normally fifteen years or so. Luke isn't just a would-be Jedi, but also a certain type of fantasy protagonist. Those rules don't apply to him.

In the same series Han, Leia, Chewbacca, Lando, and Darth Vader don't advance, at least not in terms of increased personal abilities. (Your point about substituting other kinds of advancement is well taken. I completely agree and should have made that clearer in my post. I linked the same advancement=connectedness thread you referred to, for the same reason.) Nor do the majority of fantasy protagonists including Conan, Elric, Fafhrd, the Grey Mouser, Cugel the Clever, and even many young naive characters like Mouse in Ladyhawke, or Frodo. (Compare Merry and Pippin, who are the only advancing "adolescent" type characters in LoTR. Do they train? No, they drink ent-water and then jump into battle.)

What I see happening over and over in fantasy fiction (and many other semi-fantasy genres -- especially sports fiction) might be described as "advancement in the middle:"

1. Character is about to fail at an ability, or confronts a test of an ability that appears beyond capability.

2. Character invokes applicable TRoS style SAs either to make a final greater effort, or (usually in the case of supernatural abilities) have an inspiration that suddenly makes the task seem doable.

3. If step #2 is successful, the action succeeds, AND the character will now perform that feat at a higher level of effectiveness in the future.

Badda bing, make step 2 a fortune roll and there's your system. And I don't see any reason a system incoporating that mechanism would need any other mechanism for ability advancement. If you must include rigorous practice or training, make the effect of that be a modifier on the roll in step 2. So a character can re-enact the training montage from a Rocky movie if you want ("If we hear any inspirational power chords, just sit down until it goes away" -- Giles, in Buffy: The Musical), but you don't see the effects until the chips are down in the ring.

- Walt

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On 8/30/2002 at 8:42pm, Robert K Beckett wrote:
RE: Level concerns

JSDiamond you just said the magic words: Failure-based advancement.

This is something I've been kicking around for a while now. I am contemplating a system wherein XP's are awarded ONLY for Serious or Critical Failure.

********Warning: The following mechanic is unapologetically GAMIST *******

It uses a Trait + Skill + 2d10 (versus Target Number) mechanic for task resolution (including combat). If you roll between -1 and -4 (relative to Target #), it's a Failure (whiff or Stymie). Between -5 and -8, and it's a Serious Failure (Something Bad happens). Less than -9 and it's a Critical Failure (Really Bad, potentially fatal?).

You get 1 XP for a Serious Failure and 3 XP's for a Crit Failure. The XP's can only be used to advanced the skill for which they were earned.

The reason I've gone into detail above is to point out a key (IMO) necessity of failure-based XP award. Namely, the more difficult the task is (for a given character), the greater the chance for a serious failure (and thus an XP award). The "natural 20 = Crit Fail" mechanic is too arbitrary & capricious and does not properly reward/punish excessive risk-taking.

Here's what I like about the Failure = XP's mechanic:

- Unlike similar systems that reward _success_, this system discourages the practice of attempting extraneous easy tasks merely to get a chance to earn xp's. (I know a good GM will guard against this, but having it built into the system is better, IMHO).

- It automatically rewards PC's (of ALL levels) for attempting challenging tasks. PC's who take on more challenging situations (and the lumps that go with them) progress faster than timid PCs. This seems very believable and intuitively correct.

- The GM does not have to figure out how many XP's a particular opponent or situation or play session was worth. He'd just try to make the opponents & situations challenging but not impossible - which he should be doing anyway, right? The XP's would come automatically.

- Failure Mitigation: "Oops, you fell off the castle wall and busted your arm. Oh, and your cry of pain alerts the castle guards. But hey, at least you get 3 experience points"

- It is inherently ADAPTIVE; if the players keep coming up against hard situations that land them on their asses, they will quickly grow stronger and more capable. Soon these difficult tasks will become much easier for them.

The potential problems:

- Some people think it's too illogical on its face. "You don't learn by screwing up!" They want to reward success too, but this completely short-circuits the desired effect.

- Skills will probably have to be "normalized" so that those skills which are used less frequently by their nature are "cheaper" in XP's. (eg combat involves more rolls than, say, a protracted magic ritual.)

- (this is the tricky one) Ideally, the undesirable consequences of failure in any given instance should *just* outweigh the benefit of the XP award. This is so that characters don't go abuse the system by looking for excuses to screw up merely to gain XP's. Of course, the GM will also prohibit this kind of abuse outright, but the character should pay a fair price for bad luck/bad judgement and its associated lessons. Kinda hard to strike this perfect balance all the time, though?

Anyhow, condolences for the long post but I thought I'd chime in since someone mentioned failure-based advancement.

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On 8/30/2002 at 9:14pm, damion wrote:
Hmm...

Walt,
I think we agree, we're just comming at it in different ways. My point was that fantasy characthers tend to train once and just get better from then without really training again. I.e. no levels.
Luke get's trained and is pretty incompetent with a lightsaber when Vader cuts off his hand. But then later he's a wirling dervish of death on Jabba's barge. He got better, but no-one trained him.

I'm not quite sure movies like Star Wars are the best place to look for a model. A movie is scripted, thus it always works, while a game should remain consistent in a wide variety of situations that cannot be perfectly forseen. Star Wars would have been ruined if say Vader got better and kicked Luke's rear all over the death star, because both of them advanced, but Vader started out better.

Robert, how did the failure based traing work in practice? Like you mentioned, it seems a hard balance to strike.

I would suggest a hybrid system between the the two already mentioned.

I would suggest that players earn experiance as normal, but they can spend these experiance to advance whenever they fail at something. If you fail, you can raise your skill and try again. This would give the 'Someone always has just the right skill effect you often see.' Then you make up a justification for it. For combat skills this would probably be 'I'm losing! Must try harder!'
This gives the effect you see in fantasy where fighters appear to become more skilled mid-battle. 'I have a secret. What? I'm not left handed.' Also, this means GM's don't have to tailor adventures to the charachters skills as much. If you find an old tablet, possibly someone could buy a level in that ancient language. 'I remember seeing this somewhere before...' and they can read some of it.

I would suggest having increasing skill costs, maybe a limit on how many times it can be done for a given skill per scene and a GM veto of course, but only for rare situations.

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On 8/31/2002 at 8:04am, Christoffer Lernö wrote:
RE: Level concerns

I'm gonna give a more complete reply later, but just a few quick lines for right now:

Mike: CP & Level usually both drop the requirement that the skills worked on should be the same as skills actually worked on within the adventures themselves. Level can be considered a variant of CP, kind of a "packaged CP" model. That's what I'm thinking of when I say that they're alike. If each level increase is sufficiently small it becomes the same as CP.

Walt: Actually, my main inspiration for the adventures are manga series, and in those there do are significant increases in power, however those are not necessarily linked to increasing skill levels.

Anyway, that said I don't disagree with with your analysis. In manga too, it is easy to disconcern who are the "adolscents" and who are the "adults". Although let me use a different terminology. Let me call them incompetent and competent respectively.

In these stories, the only actual growth of the competent comes when faced with situations where they are not competent. Where the situation for some reason are above their ability. In most stories the incompetent are usually guided by the competent so that the former can have chance to develop their potential. Whereas the incompetent's limits are yet to be established, the competent is more limited to the powers that character is known to have. The real improvments for the competent usually comes from external sources, like getting a magical sword or something. The incompetent however, might be able to simply whip up these unknown resources from within.

This might be exactly what you're saying too. I'm just rephrasing it from my understanding of it.

At first glance though, I'd wonder who'd want to play a competent as the character growth is so sure to be slow.

At second glance another thought strikes me: isn't this like AD&D after all? It's just that you let some characters start on a really high level and some start at level 1. The effect would be pretty much (let's say a couple of level 12's with a few level 1 characters) the same (except for the 'unknowns' in the level 1 character, which of course is different). The high leveled character won't improve significantly, the lower level characters will and there will be quick and definate improvements for them.

Or am I missing something?

James (damion): Sorry to have to point it out, but Luke is supposed to have trained a lot between Empire Strikes Back and Return of the Jedi.

As for the failure based advancement: Hmm.. interestingly enough I wrote something for the martial arts system which might be interesting. James pointed out that if I use a method where the most powerful and cool moves only can be used if the marginal success is good high enough, then when the characters really need it (as in fighting the boss) they won't be able to use it.

My immediate answer to that was: well maybe you could get an "Inpiration Roll". Like you see your friends getting hurt and that enrages you. So you can get one free roll for that. Just roll a Dx and add that to your marginal of success.

I was also going to introduce "Riskbreaking Roll" for my skills. Basically my skills are karma resolution (except for the 50-50 situation where you roll a 50-50). But what if you need to jump those 5 meters and you maximum in the system can jump 4 with that broken leg? I was thinking of a "Riskbreaking Roll" where you actually got a chance for it.

In addition you have Fate which also can get you to succeed in near impossible situations. I possibly could tie those together making a system where you increase in situations by doing the impossible and making things come out of nowhere.

But it doesn't seem easy. :-I

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On 9/1/2002 at 9:24am, Christoffer Lernö wrote:
RE: Level concerns

Back! With a little more detailed reply:

Mike wrote: But even radical systems like OTE, have such systems.


OTE is...?

Mike wrote: I think what you want falls right into this usual category in terms of rationale. That is, requiring characters to have some sort of reasoning behind how they get the skills they do. The strenuousness with which you require this is a matter of aesthetics that only you can answer.


I put the priority on playability rather that to have some pseudo-realistic rationale for it. In the end this level question is one of convenience.

Look at BRP. I've never played the original, but I assume that like the derivatives popular in Sweden you can also take time off to "train" if you find a teacher good enough.

In actual play what happened was that you tried to accumulate gold, then sit there and try to figure out just how much training you could afford before you were broke and had to go out adventuring again.

In practice those games almost always became complicated "GOLD=XP" systems. If this how it works in actual play, why not be upfront about it and say: "increase your skill to this level costs x amount of gold"?

My rationale for introducing levels are the similar. They give the players a clear sense of achievment, they conveniently package increases so that they are easier to keep track of, they can be used for meta-mechanics. All these things are only to decrease the complexities and increase playability. Now of course if someone is so bothered by levels that they are totally put off from playing the game, then it's worthless. However, if it actually works as a simplification which give the players more time to concentrate on actually playing then I feel it can be a good thing.

I'd have to be crazy to try to label levels as being something realistic. :)

Mike wrote: But that said, what meta-game are you going to link to it? The Fate points? Won't those vary with use? Just dole one out with each package/level taken, and that takes care of itself.


Fate is just the first obvious thing. If one decides to go with levels I expect there are other situations where they could be put to use.

As for fate, it works a little different from Warhammer. You have a set pool of Fate which is replenished at the end of a story. So having 3 Fate means you have 3 fate points to use for the whole story. After the story you go up to full 3 points again. That means you can safely spend everything at the end of the story.

I'm no big fan of "expendable" fate points which permanently disappears after you used them, they don't work half as well.

Mike wrote: And there is the question of utility for using level to discern character power. This I disagree with for the most part. If I am a level 100 Accountant, I will probably have a much worse time with the dragon than the level 4 Warrior.


There are two reasons I don't see that applying to Ygg. The first is that everyone play basically equally powered warriors only the expressions and minor talents are different (there is no "plain fighter" class in Ygg), so at equal level they should have about the same chance fighting a dragon.

Secondly, as you write yourself. If you're a level 100 Accountant, of course you don't use the warrior stuff as well as the Warrior. However, if the GM allows creative use of talents, I bet that level 100 Accountant has a better chance of getting the dragon's treasure using his amazing skills in embezzling, than the Warrior has of taking it with the head-on approach.

Walt wrote: - Few characters, in the fantasy literature that Ygg is intended to invoke the spirit of, "advance" in any significant way.


It could be argued (as I'm doing now I guess) that many fantasy stories only represent a few rpg adventure session and so their advancement even within a rpg supportive of such things might be limited.

Walt wrote: - As Mike just laid out, adequate justification for advancement is rare in role playing games. The reason is simple. Realistic training for skill improvement, even off camera, is tedious and isn't any part of what you term "standard fantasy."


As I mention above, it ("realistic traing") is present in BRP, but tends to be extremely tedious and adding very little to the enjoyment of playing. In fact, it felt even more mechanical than leveling up your characters in AD&D despite the former has a more realistic rationale.

Walt wrote: Adults are fully accomplished in their abilities. (They may or may not have yet begun applying those abilities in any dramatic way -- that is, they may or may not yet have reputations or have already done heroic deeds.)


Are these characters fun to play? Wouldn't it be similar to playing a level 20 character in AD&D fighting goblins or something? Also, so me a significant part of the enjoyment is actually improving skills and see the character explore its potential. Of course I could do an "adolescent" character if I like that. But are there people who would want to play "adults"? Really?

Walt wrote: Adolescents start out as "low level" characters and they advance. This advancement can be as dramatic as in D&D, but it's interpreted as the realization of their existing potential or the revealing of their natural gifts, which can eventually exceed those of the adult characters.


This is a very interesting idea. I can see it working especially well with my skill system which has well defined results (you either fail, succeed or have a 50% chance). Having that "Break through your limit"-roll to define your skills could work very well.

However, there is a concern. Remember the problem I stated about skills with little use? Well again in this scheme the characters would still only develop skills they challenge. And thus the thief, having had to pick locks increasing his skills through this mechanic might despite many adventures still SUCK at pick pocketing. Even if the game would allow for huge jumps in skill, who'd want to pay that for creating a consistent character?

Do you see the problem? Let's say the thief has three skills:

Fight With Dagger 1
Pick Locks 1
Pick Pockets 1

Now x adventures later the thief looks like this:

Fight With Dagger 13
Pick Locks 19
Pick Pockets 1

Because there wasn't a single monster he could pick the pockets of. Still this is a defining qulity of the character as a thief.

What has happened is that our thief as essentiall LOST a characteristic. In some cases this might be a desireable outcome. The Thief doesn't want to be a pick pocket. But what if the concept of the player really is that of a pick pocketing thief, there are simply no opportunities to use that skill in play, or the player is unwilling because it gives less points to put on more efficient skills?

This also has to be taken into account somehow. I know that usually this is something ignored.

I started on something in the "currency issues"-thread. Something about defining a future destiny for the character. That way one could automatically improve skills.

What I'm thinking is something like "the skills you use in play can increase by 1 point, but every 'characteristic' skill you have automatically goes up by at least 1/2 a point". Something like that to keep the character from losing "useless" skills.

Because I don't see this mechanic helping that problem.

James wrote: You could always do a more 'meta' advancement also. Charachters get experiance, but they don't spend it on improving themseveles, but instead spend it on other things.
The advancement==connectedness comes to mind. An 'adult' might better equipment or a patron or a follower with their Fate points, rather than actually getting stronger or more skilled.


Good idea. That way both groups could feel improvment, although the adult doesn't improve so much in skill as in other areas like social connections and items.

Walt wrote: I've so far failed to grasp Christoffer's vision for how he plans to give Ygg the distinctive feel he intends. It appears to me that he has so far failed to fully grasp the utility of system in helping to create such a distinctive feel (applying the System Does Matter postulate). But I could be wrong.


It could be interesting (feel free to PM me if that is more appropriate) of what you think Ygg is. I feel that recently I've done so much rethinking in terms of the system. It would surprise me if I haven't had any progress. However, most of those things are not solidly written down yet as I feel I have to work out some important things (like the levels we are discussing right now!) before I can assemble all of the new tools I've aquired into a new draft.

Admittedly, the game as it appeared originally was nothing novel. Nor was it truly intended to. It was simply supposed to incorporate the best mechanics I new into an enjoyable whole. Since coming here I've learned of a lot of new techniques I might be able to use. However I have to make them fit with the original frame of the game, which is a simple almost D&D like game. On the outside it should be that simple, on the inside I try to fit in those ideas which I believe could amplify the experience for the players. However, I do am limited in some regards. For example, Ygg won't be Donjon. Doesn't matter that Donjon is good and also monster fighting. It still isn't D&D on the outside.

(with "D&D on the outside" you might get quite different associations than what I'm thinking about, don't get too hung up by that description)

Anyway, Walt (and others too!) if you can tell me you think Ygg is, it'd make it easier for me to know a) what your objections really are and b) what the current impressions of "how Ygg works" is. If you feel you have the time. It's not that important.

When I really feel I have worked out the problems, I'll of course present a new draft. But as it is the original game is kind of ripped apart and in for a major revision if not a near complete rewrite. (Mainly the mechanics)

Walt wrote: 1. Character is about to fail at an ability, or confronts a test of an ability that appears beyond capability.

2. Character invokes applicable TRoS style SAs either to make a final greater effort, or (usually in the case of supernatural abilities) have an inspiration that suddenly makes the task seem doable.

3. If step #2 is successful, the action succeeds, AND the character will now perform that feat at a higher level of effectiveness in the future.


I think this is a marvelous way of presenting character advancement. But there is the "pick pocket" problem I mention above.

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On 9/1/2002 at 9:27am, StormBringer wrote:
RE: Level concerns

wfreitag wrote: Damion, I agree that some characters do advance in fantsay fiction. However, my point is that most of that advancement is associated with specific characters of specific types and is usually unrelated to realistic amounts of training or practice. Luke Skywalker is a perfect representative of what I called the "adolescent" character types who advance this way. (Note that "adolescent" is not intended to be a precise description of the character's actual age or temperament.) Obi-Wan "trains" Luke for at most a few hours or days aboard the Falcon (however long the flight to Alderaan is supposed to take). This has no similarity to spending months or seasons at a time in training, and doing so over and over again. Yoda's training of Luke is at most a few weeks (the time it takes for Vader to arrive at Cloud City after Han and Leia arrive, which doesn't seem to be more than a few days but I guess could be a little longer). And that training is unsuccessful. We know now that Jedi training is normally fifteen years or so. Luke isn't just a would-be Jedi, but also a certain type of fantasy protagonist. Those rules don't apply to him.

I dig these ideas, and for the most part, I agree. But just to be clear, if I recall the movie correctly, the hyperdrive on the Milennium Falcon was inoperable (major plot point, actually), and so the trip would likely have taken many weeks, if not a couple of months. At the speed of light, it takes over five hours to reach the farthest point in our own solar system. They were definately not traveling that quickly. And this was well after they seperated from Luke somewhere outside the Hoth system. The hyperdrive was inoperable since before they left Hoth, so that could have been several more weeks they had been flying around, trying to get to the Rebel rendezvous, before the run in with Star Destroyers, and their decision to go to Bespin. I don't think I have ever seen any definite rating of how fast a sub-light engine can go, but the name says it all. Sub-light. So, counting time to decelerate, maneuver into a good position to enter the planet's atomosphere and all, it may have taken up to three quarters of a day just to get from the outermost planet in the Bespin system to Cloud City, granting that the system is similar in size to our own. I would assume that traveling at or near the speed of light would be extremely dangerous, considering the higher level of debris floating about within a planetary system. And they only said that Bespin was the closest system, not how close. Considering how much Luke's skills improved in the training montage (did anyone else hear an 80's hard rock tune faintly in the background through that? :) ), I would guess he was there for at least a couple of months, probably longer. He would have had to have left sooner than Han and Leia arrived at Cloud City, however, as Dagobah was described as being pretty backwater, which means a good distance from another system, to me. So he also had a transit time from Dagobah to Bespin, which could have been several days to a couple of weeks, considering he had functional hyperdrive unit. Han and Leia were at Cloud City for only a couple of days, a week at the extreme. The earliest he could have left was at the same time they arrived, and that seems unlikely, with the travel times concerned. I know someone can trot out the rules, or possibly some arcane Star Wars reference book to get the 'real' numbers on this, but I think we can go with rough estimates here. I feel pretty confident that the assumptions I make are not wildly different than 'reality'.

I guess that was rather long-ish, and a bit off topic, but what I am getting at is that Luke was in training for a while. Army recruits are in basic training for 8wks. The Marines are in basic training for 12. So, Luke would have been through his 'Jedi boot camp' by the time he left. A very basic, but likely quite thorough level of training.

Now, one could say he is still in his 'adolescent' stage when he leaves. That is entirely possible. Also, between the end of Empire, and the beginning of Jedi, there is also an indeterminate amount of time. Enough for Lando to insinuate himself into a mobster organization, and work his way up to Throne Room Guard. I don't think a leader of Jabba's skill is going to throw the new guy into the same room as himself with a loaded weapon. So, maybe a year there. Probably at least another six months to a year to get it planned, and deal with other things going on. So, anywhere from a year and a half, to two years passes between the two movies. I would say that is plenty of time for Luke to work on his skills in training. Perhaps not under the tuteledge of a Master, but nonetheless, he does have quite a bit of time there. Still part of his 'adolescence'? Perhaps. Maybe he did go back for a time to study under Yoda. Official canon may not support this, or maybe even contradicts it directly, but the possibility still exists that he could have.

So, after a couple of months of 'basic training', then a year and a half or more of personal time to hone his skills, he comes back as a pretty competant Jedi. Compared to Obi-Wan at the same age, however, he is well behind the curve still. We will assume there actually was a difference in their abilities, and not just a difference in the special effects. :) From where did this difference arise?

Training. Obi-Wan was thoroughly trained, and likely continued that training as constantly as possible, not just by trips to negotiate treaties and being attacked by Destroyer Droids. Still in his 'adolescence'? Perhaps. But he also fought Vader to a standstill when he was a very old man, and only lost because he stopped fighting. I think he continued to grow in skill throughout his life. In other words, even as an 'adult', he still advanced his skills.

So, I think there is a basis for having characters advance throughout their 'careers', although it may get more difficult as they get older, for a variety of reasons. Their body of knowledge and experience may simply become too great to be able to actually find something new to learn.

However, I don't support the level system. I am definately in the 'skill-based' camp of players. But I do think it's perfectly reasonable to advance a character, even when very late in their career. And even if the cost of advancing a skill becomes prohibitively expensive, there are always secondary skills the character would be able to buy up. Therefore, it becomes rather a mess in keeping track of what the character is 'adolescent' in, and what they are 'adult' in. If one is referring to a strictly level-based system, then the distinction would be appropriate, although I still wouldn't stop a player from advancing their character past a certain level, 'adult' or no.

Perhaps a large part of the problem is that literary characters are only really focused on for relatively brief, discontinuous periods at a time. And usually after they have undergone their training, and whatever experience has led them to their current level of skill when the story in question shines the spotlight on them. Longer, epic stories, like Star Wars or LotR have a greater scope, so the characters in them actually have the time to advance. Whereas, players tend to focus on their characters for longer, continuous periods at a stretch. So, there would have to be a mechanic in place to advance them, because they are doing things more or less routinely, that literary characters only do about once in their lifetime. And literary characters are often in the middle of a crisis for much of the story, which is the heart of the drama, of course.

So, in general, what happens to a literary character before or after the story occurs is usually unknown. It can be alluded to, as a plot point, but for the most part, it's simply irrelevant, as are most of the secondary skills, some of which the character may be getting schooling for as the story unfolds. Perhaps the local pizza delivery person has been studying martial arts in their off-time. Well, a story about them delivering pizza would certainly be uninteresting in the fantasy market, so we are going to concentrate on the martial arts stuff. Perhaps in some way, the person's ability to quickly add and subtract numbers, gained on the delivery route, may come in as a plot point. But generally, it's irrelevant what they were doing before. And only a truly bizarre circumstance would cause them to improve their delivery related skills, although it's not in the realm of the impossible, by any means. For that reason, increasing skills that aren't being used is also something I like to avoid, also.

I hope that wasn't overlong, my brain was kind of spun up tonight. :)

Thanks for listening!

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On 9/1/2002 at 4:53pm, damion wrote:
RE: Re: Level concerns

1)If pick-pockets is a defining charitaristic of the characther, they should complain to the GM that they havn't gotten to use it. Some like 'At least let me go to a town or something!'.

Other points: Losing a charitaristic may be ok, if it doesn't fit with that champaign. Unless the player really minds, it's not a problem. This is actually an advantage over level based systems, where effort is 'wasted' improving unused abilities. (A level improves everything, theoretically without that ability, you'd level faster.)

There are various sub issues here.
1)You mentioned that your much more likely to run into may things that need to be hit with a dagger than you there are pockets to be picked. Thus it should improve more 'per use' . It seems tough to select this though, and complicated, as you need an 'improvment spec' per skill.

2)In the setting you mentioned, it doesn't have that much utility. Adventurers aren't usually sent out to pick a pocket. It can be worked in so that it is usefull (pickpocket a guard for a key is the common one) but other than that it's a pretty selfish skill, a way for the thief to make pocket change. Also, most GM's don't want players aquiring unbounded amounts of money, so there won't be many opportunities, or if there are, they won't give you much money, so it's hardly worth it. This I think is a problem with having it as a skill. My point is that it's difficult for the player to 'proactivly use it.' The solution would be to eliminate it as a seperate skill and have it as a subset of a more general skill.

3)Minimum level of competince-A lot of skills have a minimum level to be usefull, becasue the penalty for failure is pretty bad. In the case of pickpocket, you get chased by the law. Thus the player may have difficulty using it starting out anyway. The GM can make low difficutly numbers for some things. Easy monsters make sense, but a lot of easily picked pockets seems weird. (Why didn't someone else get this guy already?). The solution would be to start the skill level pretty high.


4)It's also a 'solo skill'. Actually most thief skills have this problem. While the thief is sneaking around scouting or picking pockets, the other players sit there, as it effectivly splits the group. Not sure the solution here. I've considered group skills-i.e. a thief can bring a couple people through shadows with him. Not sure how to do it for pickpocket though.

Anyway: Possible solutions
1)As you said Chris, levels increase everything.

2)Not require a skill to be used to be improved, player can
improve it if they want. Then when it's needed, it's there. Also, the GM can wait till there is a good chance of success. This seems to lose versimilitude.

3)More general skills-I.e. a skill does many things, so doing one improves everything-again, you lose detail.

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On 9/2/2002 at 3:49pm, Jeremy Cole wrote:
justified advancement

Hi,

I've just had the good fortune to find this site and have spent a good few minutes reading through this thread. Is it worth mentioning the GNS question here?

A gamist design would base improvement on superior performance in contrast to the other players (which ironically imbalances the system). This would mean kills, successful dice rolls, and all that.

A simulationist system may focus on training, a rookie becoming a veteran, an adolescent developing his natural and supernatural abilities, etc.

A narrative system would tie advancement to dramatically suitable points, a character who takes a challenge far greater than he was previously capable ofd, may find his abilities improve at said climactic moment. Alternatively, a narrative system may find it most appropriate to have no advancement or minimal advancement, unless you have the classic adolescent or rookie or unpolished prodigy character stories.

Perhaps the best way to decide on a system is to look at where you sit on good old GNS.

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On 9/2/2002 at 4:56pm, quozl wrote:
RE: Level concerns

Pale Fire wrote:
Walt wrote: Adults are fully accomplished in their abilities. (They may or may not have yet begun applying those abilities in any dramatic way -- that is, they may or may not yet have reputations or have already done heroic deeds.)


Are these characters fun to play? Wouldn't it be similar to playing a level 20 character in AD&D fighting goblins or something? Also, so me a significant part of the enjoyment is actually improving skills and see the character explore its potential. Of course I could do an "adolescent" character if I like that. But are there people who would want to play "adults"? Really?


Just to answer your question, yes. I hate the improving skills thing. I like to play characers who are competent and develop emotion during a campaign, not skill bonuses.

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On 9/2/2002 at 6:09pm, Ben Morgan wrote:
RE: Level concerns

Just to answer your question, yes. I hate the improving skills thing. I like to play characers who are competent and develop emotion during a campaign, not skill bonuses.

I agree. Back when I played Cyberpunk, the group I was in was always complaining to the GM that skill advancement went far too slow. I was the minority, in that I said that I would be happy never earning any experience at all, because all of the character development that I was interested in didn't happen on the sheet.

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On 9/3/2002 at 1:10am, Jeremy Cole wrote:
take two

Hi,

I've just had the good fortune to find this site and have spent a good few minutes reading through this thread. Is it worth mentioning the GNS question here?

A gamist design would base improvement on superior performance in contrast to the other players (which ironically imbalances the system). This would mean kills, successful dice rolls, and all that.

A simulationist system may focus on training, a rookie becoming a veteran, an adolescent developing his natural and supernatural abilities, etc.

A narrative system would tie advancement to dramatically suitable points, a character who takes a challenge far greater than he was previously capable ofd, may find his abilities improve at said climactic moment. Alternatively, a narrative system may find it most appropriate to have no advancement or minimal advancement, unless you have the classic adolescent or rookie or unpolished prodigy character stories.

Perhaps the best way to decide on a system is to look at where you sit on good old GNS.

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On 9/3/2002 at 2:30am, Lee Short wrote:
A different perspective

The whole question of beginning character proficiency is one that, as GM, I generally vary from campaign to campaign, from player to player. F'rex, my current campaign is only a few months old -- and I plan on moving some 2000 miles in a few months. So I wanted to start the PCs as relatively experienced, and still keep advancement at the "normal rate" (which, in my game, is not all that fast).

This post has no real point, other than to point out that few/no game systems have a mechanical way of supporting this. For most game systems, it's just a matter of "everyone starts at 3rd level/with 200 points" -- but if you adopted the "start young with growth potential or mature with less growth potential", the GM would have a much harder time customizing the system to his needs.

Lee

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On 9/3/2002 at 7:07pm, Walt Freitag wrote:
RE: Level concerns

Pale Fire wrote: It could be argued (as I'm doing now I guess) that many fantasy stories only represent a few rpg adventure session and so their advancement even within a rpg supportive of such things might be limited.


Perhaps. But when "competent/adult" characters coexist with "incompletent/adolescent" characters in the same story, there's a distinct difference in how much and how rapdily they advance. Whether the competents don't advance at all, or advance slowly, or advance in a different way (e.g. through connections, possessions, knowledge, etc.), can be interpreted as you will without changing the key point that there is a strong distinction between the competents and the incompetents. There are clearly two different "advancement systems" being used. More to the point, the two are being protagonized in different ways. The incompetents express their protagonism largely through advancement; the competents generally do not.

Couldn't you just do this in D&D? Well, yes and no. You could certainly do what you describe. But it wouldn't work very well. For one thing, beacuse advancement in D&D is exponential, it's difficult for characters of widely different levels to participate in the same events. In a movie even the least competent character can jump up out from behind concealment and hit a powerful bad guy over the head with a vase at a crucial moment. In D&D a low-level character attempting to do that would have to pass several checks (for successful concealment, then successful surprise against the enemy's perception, then to-hit with the vase) against steep odds, if successful would not have any noticeable effect, and would probably get killed in the process, as likely as not by friendly fire.

Even more important, D&D is focused on advancement. Why use that system if you're going to change its core assumptions? You'd be giving yourself an uphill battle against player expectations. Better to use a different system not already freighted with those expectations.

The "Pick Pockets Problem" is an important issue, the crux of your advancement system problem. Damion's answer pretty much laid out the possibilities. You can do what you can to prevent skills from going unused (make sure they're appropriate to the setting, make sure they have high enough success rate to be useful, and so forth) but you can't force them to be used. (Or can you? See below.) So it comes down to really a single two way choice. Allow an unused skill to become less important to the character, or allow an unused skill to advance anyway.

Suppose there had been some rule in place that caused the Pick Locks skill rating to keep pace with the others, so that at the end of the period of play in question, the thief looked like this:

Fight With Dagger 13
Pick Locks 19
Pick Pockets 12

Would that have solved the problem? It depends on where you think the problem lies. It solves the problem that a skill that is a defining quality of the character was 'lost' by the character. But it doesn't at all solve what I think of as the real problem: that a defining quality of the character was going unused in play. THAT problem can only be solved by either guaranteeing that the skills are used, or by not considering skills to be defining qualities of characters (or at least, not the most important ones).

Both approaches are known. On the one hand, Donjon, and many other systems that give "gamemasterful" powers to players, give players a voice in creating setting and situational details that play to their characters' skills. On the other hand, the Riddle of Steel and other systems emphasize SAs instead of skills (which in TRoS are limited in variety, thus shared by many PCs) as the defining qualities of player-characters. In another category entirely, there are gamemastering techniques applicable within traditional systems, for building custom settings and situations designed to engage the player-characters' specific skills and abilities.

It could be interesting (feel free to PM me if that is more appropriate) of what you think Ygg is. I feel that recently I've done so much rethinking in terms of the system. It would surprise me if I haven't had any progress. However, most of those things are not solidly written down yet as I feel I have to work out some important things (like the levels we are discussing right now!) before I can assemble all of the new tools I've aquired into a new draft.


Well, my failure to grasp the "how" part of your vision for Ygg probably has more than a little to do with the progress you've made not being written down yet. That being the case, it would be counterproductive for me to air the incomplete and probably erroneous picture I've picked up from the sometimes tumultuous discussion so far.

The phrase "D&D on the outside" does clarify things, even with your justified caution about not reading too much into the phrase. I'm definitely building up a sense of what lines you're willing to cross relative to "traditional" system design, and what ones you're not. I also understand, and am a big fan of, functional illusionism. I know from experience that functional illusionism applied to a mostly traditional system can do what you want Ygg to do. But my concept of functional illusionism is entirely dependent on GM techniques -- rather difficult techniques, at that -- that traditional game system elements neither hinder nor aid very much. I'm very interested in (and have advocated, on past theory threads) the idea of system elements that are designed from the ground up as new tools for effective illusionism. Is that part of what you're seeking with Ygg?

I believe it is possible for a mostly traditional system with a few well-designed unusual rules to have a very different and unique feel in play. But I believe "unusual" here has to mean breaking the underlying assumptions of D&D at some level, however subtle. And I mean assumptions that relate to the heart of play, like how it's decided whether a character survives or dies, or how characters gain advancement, or what the failure of an attempted action means, or what kind of qualities define a character, or how the GM decides what's around that next corner.

What I don't understand is where and how the Ygg design prevents D&D on the outside from leading to D&D on the inside. What standard assumptions does it break, or am I wrong about the need to break standard assumptions? No critical judgment is intended here. I have insufficient grounds to make any critical judgment. It's clear you have original ideas for how to establish Ygg's special qualities inside the context of mostly-conventional system elements. I just haven't grasped them yet.

- Walt

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On 9/4/2002 at 10:37am, Christoffer Lernö wrote:
RE: Re: Level concerns

damion wrote: 1)If pick-pockets is a defining charitaristic of the characther, they should complain to the GM that they havn't gotten to use it. Some like 'At least let me go to a town or something!'.


I woul disagree. What if your character is very honorable? Do you complain to the GM that you haven't gotten a chance to play out his honor?

My probles is with skills that are only intended as colour (although they may be useful) by the player. Many games punish this kind of customization of characters by forcing the player to trade that for in-game effectiveness.

The problem both arise in character creation and in character advancement.

2)Not require a skill to be used to be improved, player can
improve it if they want. Then when it's needed, it's there. Also, the GM can wait till there is a good chance of success. This seems to lose versimilitude.


Many games use this, but it's not a solution. The player will be trading this skill with effectiveness. You pay for having made a detailed character and get rewarded if you optimize and make faceless killers - not a good thing.

3)More general skills-I.e. a skill does many things, so doing one improves everything-again, you lose detail.


This might not always be possible. Plus, the skills stop being colour, which is removing their most important use.

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On 9/4/2002 at 12:15pm, contracycle wrote:
RE: Level concerns


I woul disagree. What if your character is very honorable? Do you complain to the GM that you haven't gotten a chance to play out his honor?


Yes

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On 9/4/2002 at 12:48pm, Ben Morgan wrote:
RE: Level concerns

I woul disagree. What if your character is very honorable? Do you complain to the GM that you haven't gotten a chance to play out his honor?

Yes

Most assuredly. I've always had the belief (though not always consiously) that what you plug numbers into on a sheet should be one of the strongest indicators to the GM of "what you want to play". That's why I'm really starting to dig the whole idea behind The Pool, where Traits can be pretty much anything, and their ratings reflect merely their immediate relevance to the story at hand.

If you create a character with some sort of Honor score (whether attribute or trait or whatever), that is something that begs and screams to be tested/challenged/questioned in-game, and any GM who ignores it is missing out on a prime opportunity for some seriously cool roleplaying.

-- Ben

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On 9/4/2002 at 1:04pm, Christoffer Lernö wrote:
RE: Level concerns

contracycle wrote:

I woul disagree. What if your character is very honorable? Do you complain to the GM that you haven't gotten a chance to play out his honor?


Yes


Contra, are you trolling me? Think about the subject at hand. A sim game with focus on setting or situation.

Let's say the GM says the game is set in a place where there are no riding animals. I insist on playing a knight with great riding skills. I know I probably won't get a chance of using it, but it is consistent with my character. That's the situation I'm talking about. I don't want characters to pay for advantages that aren't advantages, not even a little.

Your solution to this scenario is that the GM inserts something rideable into his adventure? I see where you're coming from but you have to understand the givens.

Besides it's just a dirty fix anyway.

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On 9/4/2002 at 1:14pm, Christoffer Lernö wrote:
RE: Level concerns

Amazing Kreskin wrote: If you create a character with some sort of Honor score (whether attribute or trait or whatever), that is something that begs and screams to be tested/challenged/questioned in-game, and any GM who ignores it is missing out on a prime opportunity for some seriously cool roleplaying.


Ben, did you read the context here? It's about "how do we fix the problem that underused skills don't get enough exposure to warrant increasing them"

James wrote to effect that "force the GM make sure there are no underused skills".

What that means are that what previously was defined as secondary, unimportant, flavour-conveying skills become primary forcus in the game.

As such, they are no longer secondary skills. However, as much of the focus of the game is defined through what skills are important and which are secondary, the effect is changing the game.

So saying that is basically saying: "write a different game". Interestingly, that game has to give equal focus to every skill available as a natural consequence of our "remedy" to the situation.

Unless we change the prerequisites, mold the game into a say a game with director's stance or something, this won't work as there is no way to maintain a game where EVERY skill is equally in focus.

Using director stance or something we might be able to put the character's skills in focus. But again, now we're about 1000 miles away from the original situation and the original problem.

So, it's not that what you're saying doesn't work, it's just that it isn't relevant for the case in question.

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On 9/4/2002 at 1:25pm, Jasper wrote:
RE: Level concerns

I can't really conceive of a simulationist solution to the problem of the "I want the play a knight even though I know full well knights don't fit in here" choice. If you're simulating a land where knights are comparitively useless, and you simulate a knight going in there, I think you have to simulate his lack of effectiveness. Either that, or you stop simulating altogether, and focus on story and "character protaganization" instead.

Sometimes, in real life, people find themselves in situations where they're ineffective. If you want to simulate everything that leads up to that ineffectiveness, you'll probably have to model it as well. No "solution" to that -- just a design decision.

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On 9/4/2002 at 1:45pm, Christoffer Lernö wrote:
RE: Level concerns

Now you're catching on Jasper.

Extend this to a more general situation, where it's not "can't use", but "have very little use of it in adventure scenarios".

However, these skills ARE fleshing or helping to define the character. Even in the knight case they might catch a dragon they ride.. in one adventure. The problem is that if the knight gives up a lot of efficiency for such poor payback, won't he get stomped over by more efficient characters?

Yes.

Is that a good sim game to let that happen? I don't think so. So the problem restated: how do we let the knight develop his riding so that he keeps his flavour skill? And how do we prevent that flavour skill from costing the knight too much in character efficiency?

What if all characters have these meaningless skills? Well the problem arises in when some keep develop them and some care little for a consistent character but put priority in efficiency.

There seems to be little choice but to enforce increasing these skills or make them free to increase in some way.

That is why I'm pointing at D&D, because it is a good example of the former. The latter I haven't seen anywhere really. There are other examples than D&D for the former, like Palladium, but not as clear. Most sim games, however, simply ignores this problem.

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On 9/4/2002 at 2:52pm, Mike Holmes wrote:
RE: Level concerns

You want to only make skills cost if they are useful? Only charge for them when they are used. Every time a player uses a skill, he must pay Points equal to the level of the skill or something like that.

This is the only equitable way to ensure that a character is balanced in play.

Mike

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On 9/4/2002 at 3:20pm, Jasper wrote:
RE: Level concerns

As has been pointed out in the other thread, this is a very broad and common problem, and really needs to be tackled for a specific set of mechanics -- there is no single solution.

Mike's suggestion is a pretty good one. Another solution is to go the route GURPS took with its Allies (as have many other games): you pay points not just based on the effectiveness of a particular ability, but also on the likelihood that it will come into play.

So in the knight example, if it's already been defined that we're not in a dragon-infested place, but that there's still some chance of a dragon attack, why don't I just pay, oh...maybe 1/5th the normal cost. You could keep a permanent record of this too, so that if the characters moved into a more dragon-filled region, the knight would need to pay some points (either that, or have the ability limited in some other fashion).


Oh, and one thing that may be confusing t he issue:

Pale Fire wrote: The problem is that if the knight gives up a lot of efficiency for such poor payback, won't he get stomped over by more efficient characters?

Yes.

Is that a good sim game to let that happen? I don't think so.


It's really an issue of balance, not GNS. If anything, a very sim-ey game
would say the opposite: if a character goes somewhere he's ineffective, so be it -- let it play out.

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On 9/4/2002 at 4:16pm, Walt Freitag wrote:
RE: Level concerns

Does the GM (or the system itself) reliably know in advance, and in perpetuity, how useful a skill is going to be?

If the answer is no, then obviously no one knows how useful a skill will be. That means that there's no reliable way to distinguish a "useful" skill from a "color" skill, or pinpoint where along a continuum between the two a skill falls. In this situation only ex post facto solutions like Mike's (in which you pay for the skill only after you learn how useful it is in a unit of play) can guarantee that no skill will ever be too expensive or too cheap for its usefulness.

If the answer is yes, then the system or the GM can price skills accordingly. Skills that are not useful at all should be free, and can be assumed to be at as high an advancement level as the player desires. This covers e.g. the farming skills of the expert lifelong farmer who then goes to sea to seek adventure. Skills that are less useful should be cheaper in proportion. For example, it's been repeatedly pointed out that picking pockets is really very limited in usefulness in most fantasy settings. The picking pockets skill should therefore either be very cheap to acquire and advance, or start at a very high effectiveness, or both. The former portrays picking pockets as a sort of hobby skill not requiring a great deal of the character's effort to pursue; the latter, as a likely part of a character's background reflecting a childhood on the streets.

The other general point I want to make is that there can be a workable balance between generalization and specialization in skills. But the balance has to be realistically reflective of the actual play. If combat is 90% of play, then non-combat skills should be at least 90% cheaper than combat skills. (And that would be for a hypothetical skill that's always useful outside of combat. Most skills should be far cheaper than that!)

AD&D was deliberately designed to strongly encourage specialization over generalization. Characters who tried to generalize (either by multi-classing or by choosing a more generalized class) were hosed. The choice was you could be 100% effective in one major area, or maybe 25% effective in each of two major areas, and so forth. Much of the cause of this was in subtle cumulative mathematical effects. Effectiveness in combat comes down to how often you attack, times how frequently you hit, times how much damage you do, times how long you can remain in combat before running out of hit points. Do the math. If a non combat-specialist (say, a thief) is 60% as effective as a specialist of the same experience level in each of these individual areas, he's really only 13% as effective in combat overall! (Factor in his back-stab advantage, and he's still thoroughly hosed.) If you decide that the usefulness of a thief's special skills are a fair trade for being, say, 80% as effective in general combat as an equally experienced combat specialist, then the thief still has to have about 95% as many attacks, 95% as high a chance to hit, do 95% as much damage, and resist 95% as much punishment as the specialist in order to reach that 80% overall. AD&D is chock full of these kind of double- triple- and quadruple-whammies.

This effect, I believe, has exaggerated the apparent intractability of the problem of min-maxing because in many systems the effectiveness penalty for not min-maxing is actually considerably higher than is generally appreciated. It's not a matter of (most) players being willing to trade off everything else for a tiny effectiveness edge. The advantage from min-maxing is often enormous. Give players more reasonable trade-offs that are truly worth the cost and you'll see more reasonable behavior.

And yes, this is plunging deep into "currency issues" which you set out trying to avoid. You can't, if you want to take the general approach you've started out on. Currency issues are fundamental in this type of design. You can avoid looking at them but that won't make them go away.

- Walt

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On 9/5/2002 at 1:01am, Jeremy Cole wrote:
RE: Level concerns

A knight with no horse? A pickpocket in a dungeon?

It seems to me these people may begin the game less effective compared to their born and bred dungeon hacking couterparts, but won't they learn the new situation better.

The only way to determine a useless skill is in play, and maybe that is where it should be remedied. Perhaps characters with unused skills should be rewarded at experience time.

Maybe for every skill not used or under-used, the character gets bonus to skills that were used. Or a percentage chance of developing an alternative useful skill. Our poor unfortunate knight would develop some dungeon hacking skills (low light eyes, cave stealth, whatever) for free. The dwarven fighter (used to the environment) would get no freebies, unless the campaign moves in the wilderness, and he would develop new skills quickly.

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On 9/5/2002 at 5:22am, M. J. Young wrote:
A possible solution?

First, an aside: any DM worth his salt knows that the pick-pockets skill in D&D covers a lot more than picking pockets. Certainly it's more useful in an urban setting, where you can steal objects off tables in a bazaar (as Aladin gives the merchant his own apple to pay for the apple taken) or do standard shoplifting in stores. It's also about stealing objects from someone's guarded treasure horde. The pick pockets skill is about the ability to stealthily steal something; it's not about targeting marks in airports or something. If the important papers are on the desk when you confront the villain in his office, it is the thief who notices and surreptitiously replaces them with some envelopes that were in the trash can. It is a more useful skill than has been recognized in this thread.

However, the objection overall is well taken.

One of the confusions I see here is the distinction between useful and useless skills, when what we're really discussing is the difference between character-defining and character empowering skills. And perhaps if we recognize that this is the problem, and not the other, we can take an unusual step toward the answer. Create two classes of skills, and two classes of points. One class of skills would be all those things that everyone has to take--combat abilities, mostly, but there might be other things here. The other class would be those skills which define a character but don't make him particularly more potent in most combat situations. The trick would be that since you had independent point pools, you could not spend the points which were given for these character-defining skills on combat skills anyway, so you are not disadvantaged by not doing so. Thus the thief has as many points to spend on combat skills as the fighter, but he has points he can only spend on other skills, and these will most likely go into those areas in which he specializes.

One of the snags would be finding skills for the fighter that don't actually improve his combat abilities; otherwise the character-defining skills pool is defeated because everyone will once again go for those. Riding, maintaining weapons and armor, fletching arrows, tracking enemies, and perhaps some others would work well here.

And to do something entirely counter-intuitive which would have the effect of encouraging specialization, make the initial level of any skill cost the most, with succeeding levels costing less. Thus the character who began with pick pockets and pick locks as initial skills could improve both of them, or pay more to take something else.

It's a rough idea, but maybe you can make something of it.

--M. J. Young

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On 9/5/2002 at 10:01am, Christoffer Lernö wrote:
RE: Level concerns

Walt, I believe your analysis is correct regarding currency issues. But is there some way to simplify things without entirely changing the whole game?

I believe I took one step towards simplification by declaring all characters "fighters" more or less.

Another was by trying to follow the suggestion to make every type of weapon choice equal on the average but that's another story.

What I'm trying to make for Ygg is to make characters equal in combat ability and then let the particular expression of it change.

Obviously some versions might be more advantageous than others - if you know unarmed combat you fight equally good without weapons for example, or if you are great with the bow you can hit someone from a distance.

The overall efficiency should be the same. That's the attempt anyway. You should be able to make this really cool and quirky character and have just as much to do in combat situations as the others.

Maybe others here are wondering why I focus on combat so much. Well, the whole point is that the characters are heroes helping people against danger. That usually (although not necessarily) involves fighting bad things at some point. What defines them as heroes is partly this ability to stand against the evil forces.

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On 9/5/2002 at 10:54am, contracycle wrote:
RE: Level concerns

Well, then combat effectiveness should be an attribute universal to all characters. The detail lies in skills, but base effectiveness is universal.

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On 9/5/2002 at 11:14am, Christoffer Lernö wrote:
RE: Level concerns

contracycle wrote: Well, then combat effectiveness should be an attribute universal to all characters. The detail lies in skills, but base effectiveness is universal.


Yes. Characters all have a "close combat" rating as well as a "missile combat" rating. These are rolled up just like the normal stats. Anyway, they provide the basic "do I hit the other guy?" answers. Stats like strength and toughness helps answering "when I hit, how much does it hurt?"

So theoretically you could play the game with a character who doesn't have any skills at all.

However, enter magic and unarmed combat. They both drive up the efficiency of certain types of professions. To maintain balance the other professions need similar advantages (I could have gone the other way and made each group self balanced by introducing disadvantages to the advantages, but I don't really like that approach) so that efficiency is kept across the board. That's the tricky part.

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On 9/5/2002 at 11:59am, contracycle wrote:
RE: Level concerns

Pale Fire wrote:
However, enter magic and unarmed combat. They both drive up the efficiency of certain types of professions.


Do they? A martial artists who is never disarmed never gets to use their martial arts ability - hence it is mere colour exactly like thieving skills.

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On 9/5/2002 at 1:13pm, Mike Holmes wrote:
RE: Level concerns

I like MJs idea in this circumstance. A divided pool seems to be right up your alley in this case. It means that everyone will develop in the "important" skills, which will infom them about the important-ness of combat. And everypne will develop in less important skills as well, thus differentiating the characters. As Ralph pointed out, this is exactly what TROS already does (skills/proficiencies).

Note, however, that this does not solve the problem of Protagonism. All characters in this game will be protagonized similarly by their ability to fight, etc. In superhero games, this is solved by specialization in types of fighting. One character is a brick, another an energy projector, another a martial artist. In Ygg, it would seem that you have parallels in specializing in Fighting, Magic, and Martial Arts, etc.

In practice, and IME, this works so-so for creating protagonism. Beware the player who trys to make the Fighter/MagicUser/Martial Artist character, however. If he has to split points between all three, he will be dwarfed by any character who specializes. If he is not forced to split, then everyone will play this character.

Mike

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On 9/5/2002 at 4:42pm, damion wrote:
RE: Level concerns

Well, balancing effectivness is difficult.
Say you equate combat effectivness to damage, then you have an equation like this

Damage Given=(# targets/attack)*(Damage/attack-target)*(frequency of attacks)*(chance to hit/attack).
All this is divided by Damage Take
Damage Taken=(chance to be hit)*(frequency of being attacked)*({damage/attack}-possibly minus a reduction)
Your combat effectiveness is Damage Given/Damage Taken. You want this to be big. Flip to avoid div by zero.
Then you equalize this for all professions. Now you've equalized combat, but now since everyone is equal in combat, imbalances in other area's show up. Magic generally has non-combat usefullness, so does pick pocketing. Martial artists can't be disarmed, always have a weapon, can bring it to parties, ect. However, if the primary focus is combat, and everyone is equal there, well, minor disadvantages in other places may not matter. This is the point where the GM can try to make use of color skills, to keep everyone protagonised.

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On 9/5/2002 at 7:29pm, Walt Freitag wrote:
RE: Level concerns

A divided combat-noncombat pool makes sense to me too in this context.

Some decisions would have to be made concerning combat-applicable magic. Do spellcasters use their entire combat pool on nonmagical combat ability, then add combat magic on top of that from their noncombat pool? That seems to give the spellcasters a combat edge and defeat the purpose of dividing the pools. But if combat magic comes from the combat pool, the possibility of specialist spellcasters with little or no melee ability arises.

This is partially, though not completely, resolved if magic is generally less effective in combat than just attacking with a weapon. (The magic would be very useful anyway, for special tactical situations such as exploiting vulnerabilities or targeting someone in the back ranks or attacking when weaponless, but it wouldn't be a perpetual advantage.) However, this might not be good from a pure "color" point of view, if the expectation is that magic should be powerful as well as impressive.

As for damion's effectiveness equation, there are many different valid ways of looking at this. I tend to use total damage given for as long as you can remain effective, rather than damage given per damage taken. That means including total damage that can be taken (before having to withdraw from combat or being put out of action) as another multiplicative term in the numerator.

- Walt

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On 9/7/2002 at 6:39am, Christoffer Lernö wrote:
RE: Level concerns

contracycle wrote: Do they? A martial artists who is never disarmed never gets to use their martial arts ability - hence it is mere colour exactly like thieving skills.


In Ygg, weapons are supposed to end up being mere colour. Or to put more clearly: martial artists fight without weapons against monsters and do it well.

Mike wrote: In superhero games, this is solved by specialization in types of fighting. One character is a brick, another an energy projector, another a martial artist. In Ygg, it would seem that you have parallels in specializing in Fighting, Magic, and Martial Arts, etc.


Yest I think so, although I'd dispute that there is a "Fighting" category in Ygg right now. As I laid it out though with classes, there is no way to do the martial artist/magic/fighter. Mostly because if you have raw power you haven't had the background training martial arts. The magic is kinda self balanced because the magic screws them up terribly.

You really only make a martial artist because you think it's cooler to fight without weapons. There isn't gonna be any advantages to combining them. Or that's the plan anyway. Someone suggested making something like "martial arts can make you channel power, but the bigger weapon the less power you can channel". So the only reason you'd want to max out making a martial artist/fighter would be to be better at fighting when disarmed.

That said, you're still right about watching out, and do am thinking about that.

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On 9/13/2002 at 12:44pm, ADGBoss wrote:
RE: Level concerns

Ok my first point to be picky (yes picky my apologies but I must.) Technically any order fighting technique IS a martial art. Most of the traditional Oriental MArtial Arts that we mean when we use the MA term, have weapon techniques in them and a few are all about Weapons techniques. (Forgive my broadness as I am not expert by any stretch) This being the case, Fencing is a martial art, dagger fighting, garroting someone, etc... So what you have in Ygg are students, formally or informally, of various schools of martial arts thought, even if there is no formal "school."

I also am a little vague on the idea, as I am seeing it anyway, of equality in combat, especially if every one "fights". Even in a game about fighters they will not all be equal, different stats, different skill choices. I aplogise if you have gone over that portion before, and I just missed it...

I do not like the split skill resolution idea despite many of the good arguments in favor of it. It breaks characters down, gives them a dual personality. It also is forcing them to put experience in color and fluff skills, OR put their time into combat which they may not want to do. Essentially it says "In the given time period, you MUST spend x% on learning to fight and x% on your leisure or occupationa skills". Unless they are all in a military or psuedo-military organization then this really does not make realistic sense.

Unless of course there were no points for combat skills. Essentially at each step progression you gained +1 (for want of a better number) in your combat skills and possibly were allowed to learn one new skill.
That might be one solution.

Just My 2 Lunars

SMH
ADGBoss

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On 9/13/2002 at 1:09pm, Christoffer Lernö wrote:
RE: Level concerns

ADGBoss wrote: I also am a little vague on the idea, as I am seeing it anyway, of equality in combat, especially if every one "fights". Even in a game about fighters they will not all be equal, different stats, different skill choices. I aplogise if you have gone over that portion before, and I just missed it...


Yes, but the point is that this is a choice of the stats rather than profession. Many games have built-in setting limitations to stop magic-users and similar to become as efficient fighters as the "pure fighters". Look at AD&D's class limitations on armour and weapons for example.

Please check out the recent two ygg threads here and continued here

As well on my new ponderings in regards to the skills here

Forge Reference Links:
Topic 3373
Topic 3374
Topic 3444

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